Commit Graph

7893 Commits

Author SHA1 Message Date
Sergey Sharybin
57013c0a39 Merge branch 'master' into blender2.8 2018-05-07 14:20:47 +02:00
Sergey Sharybin
1a3fb3e8b1 Fix wrong comparison of drop target URI on X11
Need to compare, NOT to override passed file name.
2018-05-07 14:11:33 +02:00
Brecht Van Lommel
4462c38e55 Fix use of removed Blender Internal property. 2018-05-06 16:08:12 +02:00
Campbell Barton
4163beb818 Merge branch 'master' into blender2.8 2018-05-06 09:02:47 +02:00
Brecht Van Lommel
2dd0cb4964 Fix T54801: incorrect render with zero weight transparent BSDFs. 2018-05-06 02:00:39 +02:00
Campbell Barton
eeab3563d7 Merge branch 'master' into blender2.8 2018-05-04 08:02:11 +02:00
Campbell Barton
c7cfee04c4 Logging: setting log level wasn't working 2018-05-04 08:00:22 +02:00
Clément Foucault
2602198485 GWN: Add GWN_batch_uniform_mat4. 2018-05-02 20:49:38 +02:00
Clément Foucault
0c47a83fb9 GWN: Add GL_TRIANGLES_ADJACENCY to supported primitive types. 2018-05-02 20:49:38 +02:00
Campbell Barton
d09920687c Merge branch 'master' into blender2.8 2018-05-02 12:46:14 +02:00
Lukas Stockner
16c05161e7 Cycles: Cleanup: Remove double semicolons 2018-04-29 09:28:41 +02:00
Brecht Van Lommel
67b014af48 Workspaces: active view layer now always comes from workspace, not scene.
Both the scene and workspace had an active view layer, and it was confusing
which settings were being used or displayed where. Now we always have one,
so there is no mismatch.

The "View Layers" tab in the properties editor is now "View Layer", no longer
showing a list of layers. Instead view layers can be added and removed with
the workspace view layer selector. They are also listed and selectable in the
outliner.

Single layer rendering uses the active view layer from the workspace.

This fixes bugs where the wrong active view layer was used, but more places
remain that are wrong and are now using the first view layer in the scene.
These are all marked with BKE_view_layer_context_active_PLACEHOLDER.
2018-04-26 17:06:14 +02:00
fclem
e0c088f8fb GHOST: WGL: Make background rendering works on windows.
When creating an offscreen context we need wglCreatePbufferARB to create
a drawable. In non-background mode wglCreatePbufferARB would have been set
by the main window creation code. But in background mode this is not the
case so we need to create a dummy context using the screen window to init
wglew properly.
2018-04-26 11:49:47 +02:00
Clément Foucault
56fbdd7908 GHOST: Fix missing glXCreatePbuffer initialisation.
For some reason this happened if no windows are created before creating an
offscreen context.
2018-04-25 17:43:18 +02:00
Clément Foucault
284dbd56df GHOST: GLX: Remove old version check. 2018-04-25 17:43:18 +02:00
Sergey Sharybin
9e3e648a08 Depsgraph: Clarify python API
Follow same naming convention as for C:

- Original data is named without any extra prefix/suffix.
- Evaluated data is named with _eval suffix.
2018-04-25 13:04:14 +02:00
Dalai Felinto
791b9d821b Multi-View: Moving panel to render, and rename to Stereoscopy
Multi-View was never a per-viewlayer option. And now that we have viewlayer
it is better to name it in a more recognizable way:

"Stereoscopy" instad of plain "Views".
2018-04-25 12:12:43 +02:00
Clément Foucault
9ff8195535 OpenGL: Remove remaining instances of GL_RGBA16F_ARB.
There is no need for it now that we use opengl 3.3. Use GL_RGBA16F instead.
2018-04-24 12:48:43 +02:00
Brecht Van Lommel
e467916034 Cycles: rename engine to just "Cycles" instead of "Cycles Render" in the UI. 2018-04-22 21:47:51 +02:00
Brecht Van Lommel
9ba84342fb Fix point density rendering in Cycles. 2018-04-21 19:43:41 +02:00
Brecht Van Lommel
28a24db68a Fix feature set button misalignment. 2018-04-21 13:03:16 +02:00
Ton Roosendaal
51b796ff15 Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!

* Point density, voxel data, ocean, environment map textures were removed,
  as these only worked within BI rendering. Note that the ocean modifier
  and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
  with BI. If we ever wanted to support this again probably it should go
  through the baking API.
* GPU shader export through the Python API was removed. This only worked
  for the old BI GLSL shaders, which no longer exists. Doing something
  similar for Eevee would be significantly more complicated because it
  uses a lot of multiplass rendering and logic outside the shader, it's
  probably impractical.
* Collada material import / export code is mostly gone, as it only worked
  for BI materials. We need to add Cycles / Eevee material support at some
  point.
* The mesh noise operator was removed since it only worked with BI
  material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
  for BI material texture slots. Could be added back with node support.

* Not all legacy viewport features are supported in the new viewport, but
  their code was removed. If we need to bring anything back we can look at
  older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
  that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
  used anywhere now. We may eventually use this to replace the texture
  nodes with Cycles / Eevee shader nodes.

* The Cycles Bake panel now includes settings for baking multires normal
  and displacement maps. The underlying code needs to be merged properly,
  and we plan to add back support for multires AO baking and add support
  to Cycles baking for features like vertex color, displacement, and other
  missing baking features.

* This commit removes DNA and the Python API for BI material, lamp, world
  and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
  are reusing some old BI properties but the names are not really correct
  anymore.
* Texture slots for materials, lamps and world were removed. They remain
  for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
  other renderers use this to find all panels to show, minus a few panels
  that they have their own replacement for.
2018-04-19 17:35:25 +02:00
Germano
785e8a636a GHOST: Fix processEvents not notifying events handled by the system if the window is hidden.
Reviewed By: @LazyDodo
Differential Revision: https://developer.blender.org/D3154
2018-04-19 11:26:33 -03:00
Germano
ffe02e17b2 GWN Immediate: use GWN_BATCH_OWNS_VBO for created with imm immBeginBatch. 2018-04-19 11:24:10 -03:00
Brecht Van Lommel
1802c6e4a1 Fix use of missing properties in UI after game engine removal. 2018-04-19 10:32:39 +02:00
Clément Foucault
5559abf31d GWN: IMM: Add util function to batch several immRecti/immRectf 2018-04-17 19:37:05 +02:00
Brecht Van Lommel
41748b6a5e Cleanup: remove modules that were only used by the game engine. 2018-04-17 18:37:29 +02:00
Dalai Felinto
159806140f Removing Blender Game Engine from Blender 2.8
Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine

This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.

Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
  that we can wait until then to remove this.
2018-04-17 17:51:28 +02:00
Brecht Van Lommel
34ab90f546 Depsgraph: remove EvaluationContext, pass Depsgraph instead.
The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.

This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.

Differential Revision: https://developer.blender.org/D3152
2018-04-16 19:55:33 +02:00
Clément Foucault
dccda1fe43 DRW/GWN: Add callId builtin uniform.
This uniforms can be used to have a unique id for each drawcall of a shgrp.
This only works for standard shgroups and is an exception for the outline
drawing.
2018-04-16 19:38:58 +02:00
Campbell Barton
c1730a03af Merge branch 'master' into blender2.8 2018-04-16 07:39:56 +02:00
Campbell Barton
b4e8d33f11 Logging: edits to build on macOS 2018-04-16 07:38:11 +02:00
Antonio Vazquez
87a9b6ac06 Fix compiler error in Windows 2018-04-15 09:55:42 +02:00
Antonio Vazquez
94959dba1b Fix compiler error in Windows 2018-04-14 16:24:34 +02:00
Campbell Barton
35785ee7cb Merge branch 'master' into blender2.8 2018-04-14 14:10:27 +02:00
Campbell Barton
66d4e9300b Logging: replace 'fwrite' w/ 'write'
We're already buffing output, so use write directly.
2018-04-14 13:59:33 +02:00
Brecht Van Lommel
7b9fb32591 Python API: remove preview/render resolution settings from API functions.
For correct results these must have been set already when the depsgraph was
created and evaluated, so all dependencies have appropriate resolutions too.

For particle we no longer backup and restore the viewport particles to avoid
overwriting them during render, as copy-on-write solves this for us. Even
without COW particles seem to work ok.

This also removes the particle simplification options based on camera. This
was never used much and only available in Blender Internal.

Differential Revision: https://developer.blender.org/D3148
2018-04-13 14:38:59 +02:00
Brecht Van Lommel
b92d78553b Cleanup: don't use Blender structs in iTaSC module. 2018-04-13 11:31:19 +02:00
Sergey Sharybin
6962119e7f Merge branch 'master' into blender2.8 2018-04-10 12:00:10 +02:00
Alexander Gavrilov
26a283deae Use the newer version of the bullet 6dof spring constraint for rigidbody.
The new constraint is slower and not backward compatible, but should
be better, especially in the damping side. The new constraint also
has a different valid range of the damping coefficient, and a limit
implementation that bounces instead of making the object stationary.

Reviewers: sergof

Differential Revision: https://developer.blender.org/D3125
2018-04-09 19:14:35 +03:00
Campbell Barton
3e998b8860 Fix object mode workspace check 2018-04-06 18:31:32 +02:00
Campbell Barton
1c24c04e60 Remove workspace object mode, reverts changes w/ 2.8
This caused too many problems syncing object modes
with multiple objects/windows/workspaces, see: D3130 for details.
2018-04-05 18:21:14 +02:00
Clément Foucault
c65c4fb77b GWN: Add GWN_batch_uniform_2fv_array. 2018-04-05 16:08:46 +02:00
Brecht Van Lommel
5fba4458e9 Fix Cycles motion blur and engine.frame_set() not working. 2018-04-04 17:59:46 +02:00
Sergey Sharybin
b561707bed Gawain: Make removing batches more thread safe
The issue was mainly visible when copy-on-write was enabled. This was forcing
lots of meshes to be freed from multiple thread, causing all sorts of race
conditions in Gawain's VAO code.

OpenGL resources seems already to be doing deferred deletion, need to do the
same for CPU side arrays.
2018-04-04 17:49:08 +02:00
Brecht Van Lommel
59562e5b25 Fix Cycles particle info node not working. 2018-04-04 13:18:06 +02:00
Sergey Sharybin
ef22b837e8 Merge branch 'master' into blender2.8 2018-04-04 12:57:36 +02:00
Mai Lavelle
49f77b0d83 Proper fix for T54337
Accidentally checked the wrong variable in fa01a1738b.
2018-04-04 06:36:16 -04:00
Sergey Sharybin
eaf8608ba5 Merge branch 'master' into blender2.8 2018-04-04 09:54:50 +02:00
Mai Lavelle
fa01a1738b Fix T54337: Cycles crash with simple subd object in debug build 2018-04-03 23:37:12 -04:00